We chatted with Ron Hiller, the lead programmer of Manifest Destiny
[MarkG] This is a earth
type of game right?
[MarkG] On what time period
do you start?
[Ron_] Yes. Well,
a world based game, not Earth :) ...
[MarkG] what's the difference?
:)
[Ron_] Don't expect to see
familiar continents. The world topology is semi-randomly generated,
based on the hosts creation choices...
[MarkG] ok, but the world
looks like earth, right?
[MarkG] do you start as
a premitive tribe like in civ2 or something else?
[Ron_] In that it's round,
yes :) Other than that, no
[Ron_] Yes, even more primitive
than in civ. Your first task is to discover fire, stone tools, agriculture,
etc. We start even further back than civ does...
[MarkG] do you start on
specific age?
[MarkG] and you evolve and
advance like civ?
[Ron_] No, there are no
"ages" as such in MD. You know the techs you know, regardless of
where the rest of the world is at that point
[Ron_] Absolutely.
The advances go well past our current tech. In fact, we want the
techs to go just up to the point of warp-drive
[Ron_] But stop before they
get there. After that, it would become a space-sim, which is not
what we are after...
[MarkG] so you will go through
all known advances, like in civ, and then extend to the future...
[MarkG] when does it ends?
[Ron_] yes, exactly...
[MarkG] military conquest
is the one option I guess....
[Ron_] The game? When
you meet the winning conditions. The winning conditions are set by
the game host prior to the start of the game, and could consist of any
of several things
[Ron_] Controlling a certain
% of landmass, knowing a certain number of techs, achieving a certain minimum
score, etc.
[Ron_] Or any combination
of them. It's up to the host of the game...
[MarkG] Is there any definite
end date? like 2020 in civ2?
[Ron_] No
[Ron_] Unless it's set by
the host...
[MarkG] do you get to colonize
other planets?
[Ron_] Hehe, no. It's
beyond the scope of this game. Like I said, we didn't want to create
a space strategy game, but a world strategy one...
[MarkG] ok.... question
from lumpkin: "why he chose the name Manifest Destiny. I did a search and
it seems to be a Canadian nationlist movement"
[Ron_] Hehe, okay, just
a sec
[Ron_] Okay
[Ron_] Manifest Destiny:
An ostensibly benevolent or necessary policy of imperialistc expansion
[Ron_] That's from Webster
[Ron_] That's the *idea*
we're after with the title
[Ron_] It has nothing to
do with American expansionism or Canadian natiionalism
[MarkG] Hmmm.. ok, I'm convinced,
I hope some of the Canadians are too :)
[Ron_] Remeber, this is
not Earth your playing on :) ...
[DanQ] :)
[MarkG] btw are you going
to heave real civs?
[MarkG] if you're not playing
on Earth....
[Ron_] Real civs?
There could be
[MarkG] I mean Americans,
Greeks, English, etc...
[Ron_] Races are created
by the players with a whole lot of possible variables
[Ron_] So, sure, you could
create a "Greek" race, or an "English" one
[MarkG] Yeah, but what about
city names? I guess it's all up to player....
[Ron_] It all depends on
what settings you set when you create your race...
[Ron_] Yep, cities are named
by the players when they found them...
[MarkG] comment from Annoy_Mouse:
"Doesnt sound very politically correct" :)
[MarkG] I guess he means
the name...
[MarkG] oh sorry.
[MarkG] "No races being
different, eg more intelligent etc"
[Ron_] hehe, well, PC is
not my main concern. I hope people are not offended.
[Ron_] ah
[Ron_] I see what you mean
[Ron_] Races are created
with a limited number of Race points
[Ron_] You spend them to
improve various aspects of your race
[MarkG] after all it's only
a game....
[Ron_] So where one race
excells in one area, it must be vulnerable in another to compensate
[Ron_] In that way, all
the races balance out
[MarkG] If noone else has
something to add...
[MarkG] Dan continues on...
[Ron_] okay, thanks Mark
[MarkG] last comment
[MarkG] "When you take over
other cities, do they keep their old race?"
[Ron_] Yes, they do.
Occupied cities have (now) foriegn populations in them
[Ron_] The player who lost
the city will still have a very limited control of that population
[MarkG] interesting, can
they revolt more easily or something?
[Ron_] This population declines
as the foriegn pop is assimilated
[Ron_] Yes, exactly Mark...
[Ron_] Or perform espionage,
etc...
[DanQ] Good afternoon
[Ron_] Hey Dan
[DanQ] Production was a
very important part of "city management" in Civ2.
[DanQ] How does it come
into play in MD?
[Ron_] Production is everything
in MD
[Ron_] Your cities must
produce units and city improvements, very similarly to Civ
[Ron_] ...
[Ron_] sorry keep forgetting
that ...
[MarkG] wonders?
[Ron_] No, there will be
no Wonders in MD. I know Civ players like them, but I always hated
them, hehe
[Ron_] They don't make much
sense to me, from a logical standpoint
[Ron_] Instead, there will
be leaders in MD
[DanQ] Can you tell us how
these "leaders" are replacing wonders?
[Ron_] You create leaders
and improve their skills. Leaders which accompany a unit stack improve
their abilities as well
[Ron_] Leaders in cities
improve city production
[Ron_] It works much like
Wonders, I think, only with a bit more logical base :)...
[DanQ] I see
[DanQ] Will there be structures
that can give benifits like wonders did?
[Ron_] There will be tons
of structures (city improvements). None of them will have the overreaching
sort of power that the Wonders do, but several combined in a city may act
similarly...
[DanQ] Can you give us an
example of a city improvement and its effects..?
[Ron_] Sure
[Ron_] Uh, how about the
warehouse? A city without a warehouse has a very limited ability
to store excess resources. Such excess resources will probably be
lost. Once they build a warehouse, they can begin to store them up
for later use
[DanQ] All right.
[Ron_] Another one will
be the trade center, which will automate some of the resource trading between
cities (if one city needs wood, and another city has excess, the trade
center will send some off)
[DanQ] Interesting!
[Ron_] City defenses, unit
builders, etc. The list is already pretty long, hehe...
[DanQ] Also in Civ2 was
the necessity to acquire resources in order to build objects such as city
improvements. How do resources enter the picture in MD?
[Ron_] In the same way.
Resources are used for city improvements, unit building, and research
[Ron_] Resources (so far)
include food, wood, gold, coal, oil, ore, and a bunch more...
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